Mechanics

Cops and Robbers

Cops and Robbers *Portion of Scelestus Justicia Concept - may be used independently though. FW style mechanic for Concord and the Pirate Factions - Players can choose a side (Concord or pirates) - Players rewarded with Chosen sides LP for killing members of the opposing side -- LPs can be exchanged for Faction modules and ships --- New Concord Modules and Ships not as powerful as true concord modules but on a ...more »

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Mechanics

Add CONCORD-issued bounties

Have CONCORD put a bounty on EVERY player with a negative sec status, related to at least their sec status (-0.1 would not be worth the effort, -10 would bring in a decent amount of ISK and raise your own sec status accordingly), but maybe including other things like number of kills or activity / age of account. At least the reward should be higher than NPC rewards, as human players are a tougher nut to crack. It's not ...more »

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Professions

Criminal PVE

In low sec only the gates going into high sec should be guarded by weak Concord ships that can be destroyed by a coordinated corp. These weak concord ships should drop tags and components that are rare in low sec. Replacement concord ships along with reinforcements will after enough time has elapsed for salvage. So after salvage pirates should leave the system asap. Concord reinforcements will remain in system for 30 ...more »

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Turf

Empire Navies replace CONCORD in high-sec

As it is, CONCORD seems like a clumsy mechanic. The idea of CONCORD is to help protect the new players from the more powerful, aggressive players in the game. I suppose this works fairly well as a mechanic, but the backstory is a little weak. CONCORD is like the EVE equivalent of a United Nations, patrolling high-sec in an attempt to prevent the major empires from launching a full scale war. In real life, when does ...more »

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Turf

Turf War

Turf Wars *Portion of Scelestus Justicia Concept - May be used independently though. Allow Corps/Alliances to take limited control of Low-sec System security infrastructure (Or if used with Cops and Robbers concept, Cocnord and Pirate Factions only) - Uses New Gate Hacking mechanic -- Gates can be hacked with Hacking module and new Security Systems Hacking Skill -- To Gain control of gate guns and reveal Smuggler ...more »

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Themes

Military highway

MIlitary highway --------------------- 1. Restrict Concord to 1.0 space. Remove criminal flagging for shooting on a Pirate ship in low sec. 2. Establish a network of -Empire Navy's player corps- SENTRY STATIONS with sentry Guns close to the gates of every Low-sec system from 0.4 to 0.1. Sentry station guns fire on (non-allied) Pirate ships. 3. Have Empire's player Navy / vigilantes conduct military patrols through ...more »

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Mechanics

System sec status slide scale

Make system sec status a sliding scale for CONCORD response times and severity.

 

A 1.0 system would have instant response time with ultimate force.

 

A 0.5 might have a response time of 2 minutes with a 10-15 ship force.

 

0.1 a 20 minute reponse time with a 5-10 ship force (tankable and possibly destroyable but no loot and intermediate sec status penalty).

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Mechanics

Concord destroys Criminal player's pods

It is the bad part of space, Concord is spread thin, they take their time to respond to criminal acts to assure their safety. No wonder some of them take a hard edge towards the criminal scum they deal with day to day. Based on system security level concord destroys criminal player's pods on a scale of 35-75% randomized for each 'criminal' player. In 0.5 35% chance of a player pod getting destroyed, in 0.4 45% etc. ...more »

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